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3 changed files with 9 additions and 5 deletions

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+4 -1
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@@ -33,6 +33,7 @@ local BURST = 0.9 -- reveal: the burst itself (s)
local TIMEOUT = 4 -- reveal: burst without the mesh after CHARGE + this (s) local TIMEOUT = 4 -- reveal: burst without the mesh after CHARGE + this (s)
local HOLD = 3 -- mm.reveal_freeze: seconds each hold lasts local HOLD = 3 -- mm.reveal_freeze: seconds each hold lasts
local SHROUD_ROT = vmath.quat_rotation_x(0.28) * vmath.quat_rotation_z(-0.22) local SHROUD_ROT = vmath.quat_rotation_x(0.28) * vmath.quat_rotation_z(-0.22)
local SHROUD_SPIN = 0.25 -- radians a second the shroud turns
local SUN_DIR = vmath.normalize(vmath.vector3(-1, 0.45, 0.5)) local SUN_DIR = vmath.normalize(vmath.vector3(-1, 0.45, 0.5))
local FILL_DIR = vmath.normalize(vmath.vector3(5, -2, -4)) local FILL_DIR = vmath.normalize(vmath.vector3(5, -2, -4))
@@ -565,10 +566,12 @@ function update(self, dt)
if shroud then if shroud then
local pos = vmath.vector3(shroud.x or 0, shroud.y or 0, 0) local pos = vmath.vector3(shroud.x or 0, shroud.y or 0, 0)
local sc = vmath.vector3(shroud.scale, shroud.scale, shroud.scale) local sc = vmath.vector3(shroud.scale, shroud.scale, shroud.scale)
-- The shroud and its motes turn slowly, like a moon (the halo, a glow around it, stays).
local turn = spin_enabled and vmath.quat_rotation_y(self.shroud_t * SHROUD_SPIN) or vmath.quat()
for _, id in ipairs({ "shroud", "halo", "motes" }) do for _, id in ipairs({ "shroud", "halo", "motes" }) do
go.set_position(pos, id) go.set_position(pos, id)
go.set_scale(sc, id) go.set_scale(sc, id)
go.set_rotation(SHROUD_ROT, id) go.set_rotation(id == "halo" and SHROUD_ROT or SHROUD_ROT * turn, id)
end end
f.shroud = vmath.vector4(self.shroud_t, shroud.charge, shroud.fade, 0) f.shroud = vmath.vector4(self.shroud_t, shroud.charge, shroud.fade, 0)
else else
+2 -1
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@@ -388,7 +388,8 @@ function M.build(g)
local main_x = pad + (list_w > 0 and (list_w + gap) or 0) local main_x = pad + (list_w > 0 and (list_w + gap) or 0)
local main_w = W - pad - main_x - ((has_aside and not narrow) and (aside_w + gap) or 0) local main_w = W - pad - main_x - ((has_aside and not narrow) and (aside_w + gap) or 0)
-- The right side panel takes its width from the main panel's, or folds away. -- The right side panel takes its width from the main panel's, or folds away.
local side_w = sidepanel.width(g, W, main_w, narrow) -- (the side panel is the Market's: Top miners beside it)
local side_w = sidepanel.width(g, W, main_w, narrow or has_aside or g.view.section ~= "market")
g.side_w = side_w g.side_w = side_w
if side_w > 0 then if side_w > 0 then
main_w = main_w - side_w - gap main_w = main_w - side_w - gap
+3 -3
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@@ -5,9 +5,9 @@
-- (what it shows: its block is kept while this stays the same) and build(g, root, x, y, -- (what it shows: its block is kept while this stays the same) and build(g, root, x, y,
-- w, h). A second one goes in M.PANELS; the column's height is shared evenly. -- w, h). A second one goes in M.PANELS; the column's height is shared evenly.
-- --
-- When it shows (core/main.lua lays it out, M.width): once a panel is unlocked, and only -- When it shows (core/main.lua lays it out, M.width): on the Market only, once a panel is
-- while the main panel keeps at least MAIN_MIN beside it; narrower (a small window, or -- unlocked, never while the aside (the moon pane) shows, and only while the main panel keeps at least
-- the aside taking the room) it folds away and the main panel gets the width (the -- MAIN_MIN beside it; otherwise it folds away and the main panel gets the width (the
-- Market then shows the leaderboard under its content). It depends on the window, the -- Market then shows the leaderboard under its content). It depends on the window, the
-- aside and the unlocks only, never on counts, so nothing shifts while playing. -- aside and the unlocks only, never on counts, so nothing shifts while playing.